With the lifepath system you have random results included, what makes your character unique. But sometimes also an unwanted result. In my eyes the biggest improvement of a lifepath system is that you already have a basic story arc for your character when finished. I see too many players playing generic characters without any background story what is lame for other players and GM.
And some players like that.
But if the GM wants a more detailed background, then he can insist on it and require the players to come up with at least some basic background for himself. SRuns old 20 question system is as good as system as any, and better than some, to generate a character background. But my objection remains...as much as I like the lifepath system and the inherent degree of randomness, it is far too complex and requires far too many pages to produce a character and it doesn't really offer anything to make that investment in time and page count worthwhile. Other systems can and do provide rules for customisation even if it Palladium Books Secondary Skill system or D&D trained use.
Anyhoo - I've said my piece. I like the LifePath system, don't get me wrong...but with Five Great Houses, Four periphery States, Twenty Clans and a myriad of independent powers and ComStar, never mind all the various eras, sub regions, sub affiiations, castes and so on (and that is just step Zero), never mind the wide choice of careers to fit a wider choice of campaign types, the lifepath system is not well suited to creating a BT character.
It is too complex, requires too much math, takes up too much time for many and is too intimidating towards newer players
I don't think Destiny is an improvement. I think, in many ways it is a step back not least because the last thing the BT RPG needs is further rules fragmentation. But while AToW and MW3E had the right tone, there probably isn't a single aspect of either game that didn't need improvement or rewriting in some way.
But that is just my opinion and I've explained it before